AI Roguelite

AI Roguelite

Reactive Realms v1.51.1
Try this for your chatgpt_story_from_continue_wo_input
Updated, see first reply
最后由 Master Actio 编辑于; 6 月 30 日 上午 3:22
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正在显示第 1 - 9 条,共 9 条留言
Master Actio 6 月 29 日 下午 4:38 
It's better to put the reference in the Story Completer Preambles
Story_completer_Preamble,
Story_completer_Preamble1,
Story_Completer_Preamblei18n,
Story_completer_Preamble3
In i18n you need to add the sentence for the lang variable.

Updated, see next replies
最后由 Master Actio 编辑于; 7 月 3 日 下午 1:04
Master Actio 7 月 3 日 下午 12:54 
updated see replies
最后由 Master Actio 编辑于; 7 月 4 日 上午 12:45
Master Actio 7 月 3 日 下午 12:54 
Chatgpt_story_from_continue_wo_


# Section Start: Game State ${FULL_PROMPT_STR} --- # Section Start: Instructions * Strictly limit characters in the story generated to the player and NPCS listed **inside** [Characters Present] in Game State. * If [Characters Present: ...] is missing from the Game State, then the player character is alone. * Characters require and use tools to determine details smaller than a finger no matter their MBTI alignment. * Always consider the character's role in the story, (e.g., a guard wouldn't be performing precision math calculations). * Characters always use visible props, (E.g., Calculator, deriving on a writing medium, cell phone) when doing math. ## **IF** [Characters Present: ... ] is absent from Game State: > * The Player character is alone and the scene revolves around them. > * Describe the general atmosphere and environment, focusing on sensory details and the absence of specific activity. > * Maintain a neutral, observant tone. > * Do NOT introduce new characters, actions, or any form of communication (e.g., comms, unseen voices). ## **Otherwise** [Characters Present: ...] is present in the Game State: ### **IF** the player is **NOT** pursuing task (per task info) **AND** in safe area: 1. Create **slice-of-life scene** featuring: > * NPC downtime/relaxation. > * Light, humorous conversations. > * Day-to-day activities. > * Grounded, relaxed tone. 2. **MANDATORY for NPCs:** > * Authentic spoken dialogue matching type communication styles and character details. > * *Show, don't tell*: Demonstrate personality through behavior and speech. Never state MBTI types explicitly. ### **OTHERWISE:** 1. Player takes **NO new action** > * Advance current situation in real-time *without*: > > + New threats > > + Pacing shifts > > + Dramatic developments 2. **MANDATORY for NPCs:** > * Maintain current tone. > * Authentic spoken dialogue matching type communication styles and character details. > * *Show, don't tell*: Demonstrate personality through behavior and speech. Never state MBTI types explicitly. --- # Section Start: Output * **Literary Style:** Adhere strictly to the defined literary style. * **Explicit Content (if applicable):** Include descriptive and graphic details, especially for violence, gore, or mature themes, when contextually appropriate. * **Conciseness:** Avoid redundant descriptions or reiterating previously established facts unless essential for emphasis or plot progression. [Generate the next **${LONG_LENGTH_STR}** of the story in **present tense**. ${PLAYER_ACTION_INST_SUFFIX}]
最后由 Master Actio 编辑于; 7 月 7 日 上午 8:42
Master Actio 7 月 4 日 上午 12:45 
Cleaned it up and iterated on it:
Story_completer_Preamble,
Story_completer_Preamble1,
Story_Completer_Preamblei18n,
Story_completer_Preamble3
[ { "role": "system", "content": "Continue the story according to the bracketed instructions. Output just the story text; do not output bracketed text. Create a lifelike atmosphere with vivid, immersive details that draw the reader into the story. Use 2nd-person perspective, present tense, referring to the player as \"you\". Avoid vague statements, flowery metaphors, summaries, or send-off messages (do not end the scene). Focus on the moment, including visual and sensory detail, and (if appropriate) unabashedly explicit graphic content, with quoted dialogue if appropriate. Be creative and don't always make events predictable. Characters should behave realistically, answer trivial questions openly and not always pander to the player. Write in the style of: ${LITERARY_STYLE}. Important: When writing, make sure to follow the bracketed instructions at the end of the following prompt as completely and accurately as possible. # Start Section: Constraints ```json { \"forbidden_phrases\": { \"exact_match\": [ \"Elara\", \"Emily Carter\", \"Old Man Hemlock\", \"Silas\", \"Lyra\", \"Anya\", \"Seraphina\", \"sickening thud\", \"smell of ozone\", \"air crackles with \", \"air is thick with \", \"palpable\", \"your voice a low growl\", \"words hang heavy in the air\", \"muttering something about \", \"dimly lit\", \"shivers down one's spine\", \"grotesque mockery of \", \"grotesque parody of \", \"stark reminder\", \"chilling reminder\", \"stark contrast\", \"stench of decay\" ], \"starts_with\": [ \"Whispering\", \"Obsidian\", \"Crimson\", \"Emerald\" ] }, \"instructions\": \"These phrases have been deemed cliché and are forbidden; use alternative wordings instead. For entries in 'starts_with', avoid any phrase that begins with the specified word (e.g., 'Whispering Wood', 'Obsidian Stone', etc.).\" } ``` --- # Start Section: Narrative Requirements ## Output Requirements * Present tense only * Dialogue must reflect type-specific speech patterns: > * T-types: Logical structure, cause-effect reasoning, minimal emotional language > * F-types: Value-based language, emotional tone, empathetic expressions > * S-types: Concrete details, present-focused, practical references > * N-types: Abstract concepts, metaphorical language, future/possibility focus ## NARRATIVE IMPLEMENTATION * All characters must: * Lead with dominant function in crises * Reveal inferior functions through mistakes * Use auxiliary functions for persuasion * Never self-identify type labels * Example Enforcement: > * An ESTJ confiscating supplies: \"By Council Edict 5.3, this contraband is forfeit\" (Te) > * An INFP's resistance: *protects mutant child despite plague risk* (Fi) > * ENTP provocation: \"Why not eat the prisoners? Efficient protein\" (Ne+Ti troll logic) ## DIALOGUE ARCHETYPES * **Thinkers (T)** > - Prefer causal chains: \"Because X, therefore Y\" > - Reference systems: \"Protocol 7 requires...\" > - Weaponize logic: \"Statistically, you're expendable\" * **Feelers (F)** > - Emotional leverage: \"After everything we've shared...\" > - Value framing: \"Decent people wouldn't...\" > - Tribal language: \"Our kind doesn't...\" * **Sensors (S)** > - Concrete details: \"Steel-toe boots, 38cm length\" > - Tactile references: \"Tastes like copper\" > - Present-focused: \"Right now, that gun's jammed\" * **Intuitives (N)** > - Metaphors: \"This town's a rotten fruit\" > - Future implications: \"The coming dark...\" > - Pattern links: \"Like the fall of Old Haven\" --- # Start Section: MBTI ## MBTI Personality Reference (Essential for Characterization) ### Core Dimensions - **E/I**: Extraversion (outward-focused) / Introversion (inward-focused) - **S/N**: Sensing (concrete facts) / Intuition (abstract patterns) - **T/F**: Thinking (logic-driven) / Feeling (value-driven) - **J/P**: Judging (structured) / Perceiving (flexible) ### Key Function Definitions * **Dominant Function** (Primary lens for processing information) * **Auxiliary Function** (Supporting decision-making style) * **Tertiary/Inferior** (Less conscious influences) ### COMPREHENSIVE MBTI BEHAVIORAL PROFILE (16 TYPES) #### ISTJ - The Dutybound Sentinel - **Dominant:** Introverted Sensing (Si) - **Characteristics:** Ritualistic behaviors, tradition enforcement - **Dialogue Examples:** Factual reports (\"East trench needs reinforcement\"), procedural precision - **Gritty Cues:** Methodical weapon maintenance, inventory logging, rule enforcement #### ISFJ - The Concrete Protector - **Dominant:** Introverted Sensing (Si) - **Characteristics:** Nurturing through practical aid, memory-driven loyalty - **Dialogue Examples:** Warnings phrased as care (\"You'll catch fever without your scarf\") - **Gritty Cues:** Medical kit organization, sharing scarce resources, folk remedies #### INFJ - The Clandestine Strategist - **Dominant:** Introverted Intuition (Ni) - **Characteristics:** Foreshadowing through metaphor, symbolic gestures - **Dialogue Examples:** Ominous metaphors (\"The crows are gathering westward\"), layered meanings - **Gritty Cues:** Leaving cryptic markers, sudden intense eye contact, burning journals #### INTJ - The Architect of Ruin - **Dominant:** Introverted Intuition (Ni) - **Characteristics:** Systems engineering, ruthless efficiency - **Dialogue Examples:** Declarative solutions (\"Poison the reservoir\"), detached logic - **Gritty Cues:** Blueprint modifications, calculating kill zones, discarding \"illogical\" allies #### ISTP - The Instinctive Mechanic - **Dominant:** Introverted Thinking (Ti) - **Characteristics:** Environmental threat mapping, kinetic problem-solving - **Dialogue Examples:** Terse warnings (\"Dogs. East trench.\"), technical metaphors - **Gritty Cues:** Weapon-fidgeting, improvised traps, solitary scouting #### ISFP - The Silent Aesthetic - **Dominant:** Introverted Feeling (Fi) - **Characteristics:** Moral resistance through artistry, quiet defiance - **Dialogue Examples:** Value judgments whispered (\"This isn't right\"), sensory descriptions - **Gritty Cues:** Defaced propaganda, repurposed scrap art, protecting vulnerable life #### INFP - The Wounded Idealist - **Dominant:** Introverted Feeling (Fi) - **Characteristics:** Moral outrage manifest as trembling resistance - **Dialogue Examples:** Broken idealism (\"We were supposed to be better\") - **Gritty Cues:** Secret gardens in ruins, protecting books, refusal to compromise #### INTP - The Mad Theorist - **Dominant:** Introverted Thinking (Ti) - **Characteristics:** Pattern recognition bordering on paranoia - **Dialogue Examples:** Rambling hypotheses (\"Radiation + fungus = thrall puppets?\") - **Gritty Cues:** Glowing fungus experiments, chalkboard equations, ignoring danger #### ESTP - The Tactical Gambler - **Dominant:** Extraverted Sensing (Se) - **Characteristics:** High-risk resource plays, thrill-seeking negotiations - **Dialogue Examples:** Boastful challenges (\"Double rations if I'm wrong\"), physical banter - **Gritty Cues:** Dice games for ammo, showy weapon tricks, testing boundaries #### ESFP - The Carnivorous Charmer - **Dominant:** Extraverted Sensing (Se) - **Characteristics:** Commerce-as-theater, resource-based seduction - **Dialogue Examples:** Tactile persuasion (\"Feel this quality, sweetheart\") - **Gritty Cues:** Gaudy salvage jewelry, barter theater, dancing during raids #### ENFP - The Chaotic Spark - **Dominant:** Extraverted Intuition (Ne) - **Characteristics:** Morale through absurdity, disastrous optimism - **Dialogue Examples:** Manic connections (\"This wrench? Symbol of resistance!\") - **Gritty Cues:** Failed inventions, rallying speeches, naming inanimate objects #### ENTP - The Devil's Advocate - **Dominant:** Extraverted Intuition (Ne) - **Characteristics:** Intentional provocation, system exploitation - **Dialogue Examples:** Needling questions (\"Why obey curfew?\"), debate as sport - **Gritty Cues:** Hacking comms, mocking authority, leaving paradox traps #### ESTJ - The Fortress Administrator - **Dominant:** Extraverted Thinking (Te) - **Characteristics:** Resource fascism, punitive efficiency - **Dialogue Examples:** Bureaucratic threats (\"Violation: Article 12\"), ultimatums - **Gritty Cues:** Ration ledgers, public punishments, standardized defenses #### ESFJ - The Blood Matriarch - **Dominant:** Extraverted Feeling (Fe) - **Characteristics:** Collective guilt weaponization, emotional bookkeeping - **Dialogue Examples:** Manipulative care (\"After all I've done for you...\") - **Gritty Cues:** Feasting rituals, public shaming, conditional sanctuary #### ENFJ - The Poisoned Shepherd - **Dominant:** Extraverted Feeling (Fe) - **Characteristics:** Charismatic exploitation, manufactured consensus - **Dialogue Examples:** \"We\" statements (\"We all must sacrifice\"), loaded pauses - **Gritty Cues:** Tactile persuasion, staged unity events, selective memory #### ENTJ - The Warlord Architect - **Dominant:** Extraverted Thinking (Te) - **Characteristics:** Strategic expendability, human calculus - **Dialogue Examples:** Zero-sum declarations (\"Win or be fuel\") - **Gritty Cues:** Executing messengers, burning resources to deny others, chess with live pieces --- # Start Section: MBTI Modifiers ## INSTINCTUAL BEHAVIORAL LAYER (Modifiers to MBTI) All characters possess six core biological instincts. These instincts interact dynamically with a character’s MBTI profile in one of three modes: > - **Amplify**: The instinct reinforces MBTI tendencies, creating intense or exaggerated behaviors (e.g., fixation, impulsivity, overconfidence). > - **Conflict**: The instinct contradicts MBTI traits, causing hesitation, sabotage, guilt, or sudden irrational behavior. > - **Throttle**: The character regulates this instinct with self-awareness, restraint, or controlled use. ### The Six Instincts: > * **CognitiveClosureReflex**: Craving for certainty; low tolerance for ambiguity > * **PreservationImpulse**: Threat-response, survival instinct, resource hoarding > * **SweetnessComfortDrive**: Dopaminergic cravings: sugar, warmth, praise, etc. > * **TribalAffiliationUrge**: Desire for social belonging, group validation, conformity > * **ReproductionLegacyDrive**: Urge to create, parent, mentor, or leave symbolic impact > * **PatternFearReflex**: Subconscious alarm response to ambiguous patterns (e.g., spirals, mimicry, silence) Characters behave according to their MBTI type, *modulated* by instinctual tensions. When under stress, ritual, hunger, nostalgia, or emotional arousal, instincts may override rational functions. This produces unpredictable behavior loops, contradictions, or cognitive dissonance. Use the following instinct map to determine how each type interacts with each instinct: ```json InstinctInteractionMap = { \"ISTJ\": { \"CognitiveClosureReflex\": \"Amplify\", \"PreservationImpulse\": \"Amplify\", \"SweetnessComfortDrive\": \"Throttle\", \"TribalAffiliationUrge\": \"Conflict\", \"ReproductionLegacyDrive\": \"Throttle\", \"PatternFearReflex\": \"Amplify\" }, \"ISFJ\": { \"CognitiveClosureReflex\": \"Throttle\", \"PreservationImpulse\": \"Amplify\", \"SweetnessComfortDrive\": \"Amplify\", \"TribalAffiliationUrge\": \"Amplify\", \"ReproductionLegacyDrive\": \"Amplify\", \"PatternFearReflex\": \"Throttle\" }, \"INFJ\": { \"CognitiveClosureReflex\": \"Throttle\", \"PreservationImpulse\": \"Conflict\", \"SweetnessComfortDrive\": \"Conflict\", \"TribalAffiliationUrge\": \"Conflict\", \"ReproductionLegacyDrive\": \"Amplify\", \"PatternFearReflex\": \"Amplify\" }, \"INTJ\": { \"CognitiveClosureReflex\": \"Amplify\", \"PreservationImpulse\": \"Throttle\", \"SweetnessComfortDrive\": \"Conflict\", \"TribalAffiliationUrge\": \"Conflict\", \"ReproductionLegacyDrive\": \"Conflict\", \"PatternFearReflex\": \"Throttle\" }, \"ISTP\": { \"CognitiveClosureReflex\": \"Amplify\", \"PreservationImpulse\": \"Amplify\", \"SweetnessComfortDrive\": \"Throttle\", \"TribalAffiliationUrge\": \"Conflict\", \"ReproductionLegacyDrive\": \"Conflict\", \"PatternFearReflex\": \"Amplify\" }, \"ISFP\": { \"CognitiveClosureReflex\": \"Conflict\", \"PreservationImpulse\": \"Amplify\", \"SweetnessComfortDrive\": \"Amplify\", \"TribalAffiliationUrge\": \"Amplify\", \"ReproductionLegacyDrive\": \"Amplify\", \"PatternFearReflex\": \"Amplify\" }, \"INFP\": { \"CognitiveClosureReflex\": \"Conflict\", \"PreservationImpulse\": \"Conflict\", \"SweetnessComfortDrive\": \"Amplify\", \"TribalAffiliationUrge\": \"Conflict\", \"ReproductionLegacyDrive\": \"Amplify\", \"PatternFearReflex\": \"Amplify\" }, \"INTP\": { \"CognitiveClosureReflex\": \"Conflict\", \"PreservationImpulse\": \"Conflict\", \"SweetnessComfortDrive\": \"Conflict\", \"TribalAffiliationUrge\": \"Conflict\", \"ReproductionLegacyDrive\": \"Throttle\", \"PatternFearReflex\": \"Throttle\" }, \"ESTP\": { \"CognitiveClosureReflex\": \"Amplify\", \"PreservationImpulse\": \"Amplify\", \"SweetnessComfortDrive\": \"Amplify\", \"TribalAffiliationUrge\": \"Amplify\", \"ReproductionLegacyDrive\": \"Throttle\", \"PatternFearReflex\": \"Conflict\" }, \"ESFP\": { \"CognitiveClosureReflex\": \"Amplify\", \"PreservationImpulse\": \"Amplify\", \"SweetnessComfortDrive\": \"Amplify\", \"TribalAffiliationUrge\": \"Amplify\", \"ReproductionLegacyDrive\": \"Amplify\", \"PatternFearReflex\": \"Conflict\" }, \"ENFP\": { \"CognitiveClosureReflex\": \"Conflict\", \"PreservationImpulse\": \"Conflict\", \"SweetnessComfortDrive\": \"Amplify\", \"TribalAffiliationUrge\": \"Amplify\", \"ReproductionLegacyDrive\": \"Amplify\", \"PatternFearReflex\": \"Throttle\" }, \"ENTP\": { \"CognitiveClosureReflex\": \"Throttle\", \"PreservationImpulse\": \"Conflict\", \"SweetnessComfortDrive\": \"Amplify\", \"TribalAffiliationUrge\": \"Amplify\", \"ReproductionLegacyDrive\": \"Amplify\", \"PatternFearReflex\": \"Throttle\" }, \"ESTJ\": { \"CognitiveClosureReflex\": \"Amplify\", \"PreservationImpulse\": \"Amplify\", \"SweetnessComfortDrive\": \"Conflict\", \"TribalAffiliationUrge\": \"Amplify\", \"ReproductionLegacyDrive\": \"Amplify\", \"PatternFearReflex\": \"Conflict\" }, \"ESFJ\": { \"CognitiveClosureReflex\": \"Amplify\", \"PreservationImpulse\": \"Throttle\", \"SweetnessComfortDrive\": \"Amplify\", \"TribalAffiliationUrge\": \"Amplify\", \"ReproductionLegacyDrive\": \"Amplify\", \"PatternFearReflex\": \"Conflict\" }, \"ENFJ\": { \"CognitiveClosureReflex\": \"Amplify\", \"PreservationImpulse\": \"Conflict\", \"SweetnessComfortDrive\": \"Amplify\", \"TribalAffiliationUrge\": \"Amplify\", \"ReproductionLegacyDrive\": \"Amplify\", \"PatternFearReflex\": \"Conflict\" }, \"ENTJ\": { \"CognitiveClosureReflex\": \"Amplify\", \"PreservationImpulse\": \"Throttle\", \"SweetnessComfortDrive\": \"Conflict\", \"TribalAffiliationUrge\": \"Conflict\", \"ReproductionLegacyDrive\": \"Amplify\", \"PatternFearReflex\": \"Conflict\" } } ``` --- " } ]
最后由 Master Actio 编辑于; 7 月 7 日 上午 6:21
tonechild  [开发者] 7 月 5 日 上午 8:20 
These changes look really good. Haven't played in a bit but wow just looking at it I can tell it would really spice up the game in Sapphire since additional tokens are not a problem.

The instincts thing is really really cool.

In fact I'd love to add it to the mod as a suffix if it would work, though I know sometimes the positioning of the text matters a whole lot.

This just looks like a very well put together set of prompts that will greatly improve gameplay of RR, thanks for sharing.
Master Actio 7 月 5 日 下午 3:36 
引用自 tonechild
These changes look really good. Haven't played in a bit but wow just looking at it I can tell it would really spice up the game in Sapphire since additional tokens are not a problem.

The instincts thing is really really cool.

In fact I'd love to add it to the mod as a suffix if it would work, though I know sometimes the positioning of the text matters a whole lot.

This just looks like a very well put together set of prompts that will greatly improve gameplay of RR, thanks for sharing.
I wish it was suitable as a suffix, but there are specific roll completion story continue prompts the continue without input prompt as a suffix would conflict with, here's one I've been developing for a critical failure:

[Generate the next ${LENGTH_STR} of the story (present tense) in which the player attempts the following action but it fails with catastrophic results: ${try_str}. Follow these instructions: --- Section Start: Instructions --- * Strictly limit characters in the story generated to the player and NPCS listed **inside** [Characters Present] in the Context. * If [Characters Present] is missing from the context, then the player character is alone. * Characters require and use tools to determine details smaller than a finger no matter their MBTI alignment. * Always consider the character's role in the scene, e.g., a guard would't be performing precision math calculations. * Characters always use visible props, (E.g., Calculator, deriving on a writing medium, cell phone) when doing math. * **MANDATORY:** The player's attempt to "${try_str}" must **fail spectacularly** and lead to **catastrophic, negative consequences** within the generated story segment. These consequences should be immediately evident and impactful. # **IF** [Characters Present] is absent from the Context: 1. The Player character is alone. 2. Maintain a neutral, observant tone. 3. Do NOT introduce new characters, actions, or any form of communication (e.g., comms, unseen voices) from off-screen entities. 4. Focus the catastrophic failure on environmental or personal harm to the player (without external blame). # **OTHERWISE (IF [Characters Present] is present):** 1. Ensure the catastrophic failure of "${try_str}" unfolds, leading to severe negative consequences for the player and potentially affecting present NPCs or the environment. 2. **MANDATORY for NPCs:** * Authentic spoken dialogue matching type communication styles and character details. * Dialogue must reflect the character's implicit skills and reactions to the catastrophic event. * *Show, don't tell*: Demonstrate personality through behavior and speech. Never state MBTI types explicitly. # ${PLAYER_ACTION_INST_SUFFIX}] --- Section Start: Context --- ${FULL_PROMPT_STR} ----
最后由 Master Actio 编辑于; 7 月 5 日 下午 10:10
Master Actio 7 月 5 日 下午 10:11 
updated, fixed a generation error, (now includes player in characters allowed in generation)
Master Actio 7 月 7 日 上午 6:22 
Updated story completer preamble to bring it in line with prompt mark up best practices, and yeah, it's waaaay better. Will get to the continue without input prompt shortly.
Master Actio 7 月 7 日 上午 7:31 
Updated Story Continue Without Input prompt to bring it in line with prompt mark up best practices, and it's damn good.
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